Oh yeah, that.


Alright, so, the way I like to run my battles is by having a lot of 'if, then' statements. Sometimes I base it off how the dice roll and sometimes, like now, I base it off the battlefield conditions.

Poisoned is a lot like the name. If you got poisoned, then the round would've prematurely ended to give you guys a fighting chance to kill it before, well, the poison made that impossible.

House is probably the most complicated of them all as it had many possibilities branching from it. It was triggered if the house was breached by the monster. You could've had differing versions of Gabriel Interrupt (including, but not limited to; shackle break, armor wearing, or shackled, yet fighting on). You could've had Drifa Halp to varying outcomes. Many people could've died if House was triggered, isn't that fun!?

Dog was a saving throw, as many people were guessing, but it also is what could've happened if the barn was breached. You might've had Loyal Sacrifice or Fierce Protector. You might've had Famine Cause, if the monster had killed your animals.

I like my variables, smile.

Ooof.

Yeah, so I guess we got the Best Possible Outcome by taking him on and keeping his attention on us the whole time, and then killing him before he could successfully poison us. Is that why we got a giant pile of Luck out of it?

Huh, also, does Hamingja have any Special Bullshit from reaching 7? Or Is it expected to get really high just by Not Dying?
 
Is there a definitive rule for Power-Chop damage? It did 4 damage, then 2, then 3. Is it reliant on how many dice is in it, or...?
 
Is that why we got a giant pile of Luck out of it?
Yeah, though also because it's a good reward.
Last thing. @Imperial Fister, can the number of RS layers we have on whatever item we're using it on be posted at the end of the round?
Already have. RS Layers are all grouped together to make it easier on all of us.
Is there a definitive rule for Power-Chop damage? It did 4 damage, then 2, then 3. Is it reliant on how many dice is in it, or...?
Power-Chop does 2 damage. If it is Honed, then it does 3 damage. The 4 damage was a goof on my end, which resulted in the monster having slightly less health than it should've had, which was fixed.
Important question for action planning: When does our automatic armor repair happen. Like, during Training or what?

And if we're visiting Asvir next turn, that means we can't make a visit this turn, right?
At the start of the turn. And I'd really, really like it if you didn't go to Asvir this turn because wow. This year is already going to be a long one, we really don't need another town visit when one is already guaranteed.
Huh, also, does Hamingja have any Special Bullshit from reaching 7? Or Is it expected to get really high just by Not Dying?
The effects of hamingja alone are enough special bullshit in my opinion without adding additional goalposts. Remember, you use hamingja to affect how your kids turn out.
 
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Now, immediate considerations!

We are way the fuck beyond the benchmark of an 'Average 20 year old ready to raid' now. Halla has nearly 80 Orthstirr and 7 Hamingja, she's got a shitton of Tricks and two Hugareida that will--by the time she does any raiding--be well polished, even if nothing specifically is Mastered. That beastie probably would have flattened an 'Ordinary 20 year old'.

She scary, is the point, well on the way to being someone Spoken Of With Concern like Steinarr is.

We've still got a lot of training to do before Halla's build is fully matured, but she's well on her way to becoming a scary jet powered magical lady.
 
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What a fight! Fantastic job, honestly.

Random thought, in Norse culture, women get the keys. (I cannot recall the current accepted hypothesis as to why.) Anyway, this leads to the following thought of Halla somehow acquiring Key Magic (qi pun unintended) and/or a Magical Key.

She's sort of half way there already if you look at Stand Still sideways :V
 
Now, immediate considerations!

We are way the fuck beyond the benchmark of an 'Average 20 year old ready to raid' now. Halla has nearly 80 Orthstirr and 7 Hamingja, she's got a shitton of Tricks and two Hugareida that will--by the time she does any raiding--be well polished, even if nothing specifically is Mastered. That beastie probably would have flattened an 'Ordinary 20 year old'.

She scary, is the point.

We've still got a lot of training to do before Halla's build is fully matured, but she's well on her way to becoming a scary jet powered magical lady.

Oh yeah, she was already hell on wheels in a fight even before this. Where we're a bit behind is mostly non-combat stuff but we do still need to keep working on that.
 
Oh yeah! Question @Imperial Fister , I had an idea for solving the Othstirr Concentration Problem.

Would it actually be possible to create a Standstill Field that would serve as an Orthstirr funnel of some kind? A dropper even? Halla can't gather a small enough quantity of it with help, but she does happen to have a technique that apparently also freezes Orthstirr. If she can shape that in such a fashion that she can 'Drip' the magic in with smaller quantities, would that be a viable solution to our Pod Studies?
 
Personal (Pick 2/3, if no Exploration is picked):
[ ] (Must Take) It's... it's time to get married! Yay!
[ ] (Personal) Ask Randi to tell you some stories
-[ ] (Optional) Write in the topic
[ ] (Violent) Pick a fight or spar with...
-[ ] Gabriel, he's always down for a spar.
-[ ] Asva (You doubt she'd be willing to fight you, but maybe you can needle her enough?)
-[ ] ...Drifa? (Maybe when she's older...)
-[ ] Someone else (Write in)
[ ] (Personal) Spend time with... (Write in)
[ ] (Shopping) Ask Steinarr to buy something for you (Write in) (Can only be used to buy or sell things you are already aware of and cannot haggle)
[ ] (Crafting) Try to make something (Write in) (Hugr+Some kind of crafting skill)
-[ ] (Optional) Focus on repairing something (Write in)
[ ] (Poetry) Try to realize an Inspiration (Write in one of your Inspirations)
0~0~0
Exploration/Travel (Pick 1 or none):
[ ] (Visit) Go visit...
-[ ] The Witch! (Actually, it's probably a good idea to avoid her entirely)
-[ ] Asvir! (You will automatically take this next turn)
-[ ] Vidby, Abjorn's Farm
-[ ] Kerby, Stigr's Farm
-[ ] Buriby, Osborn's Farm (Has a guaranteed chance of ending in a fight)
-[ ] Glebby, Sverre's Farm
-[ ] Runby, Aki's Farm
-[ ] Horrby, Horra's Farm (Has a very good chance of ending in a fight)
--[ ] Rather than visiting normally, you instead stealthily approach and try to scout it out.
-[ ] Halfdanby, Halfdan's Farm
[ ] (Exploration) Go on a walk through...
-[ ] Go Exploring with Drifa!
-[ ] The fields!
-[ ] The Hading!
--[ ] (Optional) Try to find those bandits you heard about
-[ ] The hills!
--[ ] (Optional) Towards where the flaming thing landed. Maybe there's something you missed?
0~0~0
Training: You have 19d6 training dice to spend as you see fit.
[ ] (Research) Try to figure out how things work (Write in)
[ ] (Blackhand) Try to develop old/train new hugareida tricks (Write in)
[ ] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
[ ] (Training) Hamr (30 successes to rank up)
-[ ] (Optional) Train a hamr skill or trick (Write in)
[ ] (Training) Hugr (31 successes to rank up)
-[ ] (Optional) Train a hugr skill or trick (Write in)
[ ] (Training) Fylgja (16 successes to rank up)
-[ ] (Optional) Train a fylgja skill or trick (Write in)
0~0~0
Orthstirr Available: 71
How do you want to use your orthstirr? You can turn on passive tricks here.
[ ] (Orthstirr Usage) (Write in)
0~0~0
Fylgja Capacity: 4/4
Do you want to withdraw or deposit anything in your fylgja?
[ ] Write in (Optional)
0~0~0
Equipment Management
What do you want to have equipped? Leaving this blank means that no changes are made.
[ ] Write in (Optional)
0~0~0
Hm,
[ ] (Must Take) It's... it's time to get married! Yay!
obviously
[ ] (Crafting) Try to make something (Write in) (Hugr+Some kind of crafting skill)
another smithing attempt, making tools again until we get good grade

and last personal either
[ ] (Exploration) Go on a walk through...
-[ ] Go Exploring with Drifa!
or a write in to talk to Mum and Asbjorn about us wanting to be a wife and a warrior.
Also need to shift some training to labour stuff (labour, farming and so on) so that when we move out we can actually deal with all the household stuff.
 
Voting is now open.
Random thought, in Norse culture, women get the keys. (I cannot recall the current accepted hypothesis as to why.)
I believe that that is a Victorian Age myth that was made in an attempt to convince women that the role of Housewife was their lot and always has been their lot.

If the sword was the symbol of the man and the keys the symbol of the woman, then there should be a roughly equal amount of keys in women's graves as there are swords in men's. There are not. Not even close. ~150 keys (many found in male graves) to ~3,000 swords, iirc.
Oh yeah! Question @Imperial Fister , I had an idea for solving the Othstirr Concentration Problem.
That could potentially do it.
 
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So, here's my idea:

[X] Plan Let's Get Married

-[X] (Personal) Spend time with...(Write in)
--[X] Gabriel
--[X] Try and make friends
-[X] (Crafting) Try to make something (Write in) (Hugr+Some kind of crafting skill)
--[X] Make a new set of tools
-[X] (Must Take) It's... it's time to get married! Yay!

Training:
-[X] (Research) Try to figure out how magical items work (Write in)
--[X] Research Explosive Charm 1d6
--[X] Ask about and discuss with Hallr how runes work
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
--[X] Train Kindle-Spinner 2d6 (1d6)
--[X] Train Ember-Winged Cloak 4d6 (2d6)
--[X] Train Firebomb-Strike 2d6 (1d6)
-[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
--[X] Train Sidestep 1d6
--[X] Train trick to increase eyesight 1d6
--[X] Train 'Household' Housecraft Skill-Trick 1d6
--[X] Train 'Stealth' Wildcraft Skill-Trick 1d6
-[X] (Training) Hamr (30 successes to rank up)
--[X] Train Glima - 1 Reward Die courtesy of @DeadmanwalkingXI
--[X] Train Labor 1d6
--[X] Train Overland 1d6
-[X] (Training) Hugr (31 successes to rank up)
--[X] Train Artcraft 1d6
--[X] Train Management 1d6
--[X] Train Scouting 1d6
--[X] Train Strategy 1d6
--[X] Train Weaponcraft 2d6
--[X] Train Wildcraft 1d6
--[X] Train Wordplay 1d6

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 5 Hamr
---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 2 Overland (18 total)
--[X] 6 Hugr
---[X] 3 Composure, 4 Housecraft, 2/3 Scouting, 3 Silver-Tongue, 3 Tactics, 3 Wordplay, 2 Wildcraft (20/21 total, depending on if Scouting goes up)
--[X] 4 Fylgja
--[X] 1 First Impression
--[X] 17/16 free for tricks (depending on if Scouting goes up)

For actions, we're obviously getting married, aside from that we still need to up our relationship with Gabriel if we're ever going to open the meteor (though the fight did help), and we need to make Good Tools to advance our crafting trait and help advance it further (and even Decent ones could be sold). We also really want to help Stigandr, but he'll be at the wedding and we need to talk to the Seeress (which we do next turn) before we can really help. spending time with Drifa (especially exploring) is tempting, but I think other stuff takes priority this turn.

So, in terms of training, for this turn, I'm ensuring absolutely that we up Glima for the combat dice pool bonus (and to keep things nice and neat). For the other skills, 1d6 in a bunch of stuff than need only 1-2 successes continues to be as good as always, and Weaponcraft is the last one I'd feel bad about going on a raid entirely without, so 2 dice hopefully help with that.

In terms of Ignite stuff, I'm hoping to get Ember-Winged Cloak to Refined and thus usable this turn (if still highly expensive at 12 orthstirr), but it's not truly urgent so I'm only slightly over-investing there...the other ignition tricks are just gonna proceed apace with one die invested in each (as is EWC after this turn). Getting them completed in the case of Firebomb-Strike, and Mastered in both cases, is likely worth it...spending one die each on them for 13 turns or so to Master them is very worth it for...probably all of them, IMO.

For other Trick stuff we being researching the explosive charm (as we all wanted), increasing eyesight could be useful in as little as three successes (and 3 successes for a way around our downside is a small price to pay), and we still need that cheap Dodge trick (in the long run, I think we want both Sidestep for ourselves and Backstep for our Owl, but that can wait a bit and we can loan the owl Sidestep once we have it to at least Rough and more reasonably send it on scouting missions), and Household is the one crafting Trick remaining needed for true self-sufficiency (a priority with the upcoming marriage), and I think we need Stealth so starting now seems like a good call.
 
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Mm. We just need to round out our stats, now. At this point, we're all but guaranteed to pass the raid trials (hopefully that doesn't jinx it), so we should probably focus on non-combat stats and Tricks.

I think our relationship descriptions also need some updating, as our mother still doesn't get along with us supposedly... despite the 8/10 relationship.

Also, what does Halla's Frami, Virthing and Saemd look like now? Well, the Saemd is a burning halo, but the Frami and Virthing?

Let's explore the hading, more fights more cool scenes.

Our orthstirr only regenerates at the beginning of the next season. We ain't gonna be fighting nothin' in the Hading with barely any orthstirr unless we want to die. Ignore this... I said something stupid.
 
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Making a little change to deadmanwalkingXIs plan:
[X] Plan Let's Get Married and spend time with our niece
-[X] (Exploration) Go on a walk through...
--[X] Go Exploring with Drifa!
-[X] (Crafting) Try to make something (Write in) (Hugr+Some kind of crafting skill)
--[X] Make a new set of tools
-[X] (Must Take) It's... it's time to get married! Yay!

Training:
-[X] (Research) Try to figure out how magical items work (Write in)
--[X] Research Explosive Charm 1d6
-[X] (Blackhand's Training) Try to develop old/train new hugareida tricks (Write in)
--[X] Train Kindle-Spinner 2d6 (1d6)
--[X] Train Ember-Winged Cloak 4d6 (2d6)
--[X] Train Firebomb-Strike 2d6 (1d6)
-[X] (Steinarr's Training) Ask Steinarr to teach you a trick/some tricks (Write in)
--[X] Train Sidestep 1d6
--[X] Train trick to increase eyesight 1d6
--[X] Train 'Household' Housecraft Skill-Trick 1d6
--[X] Train 'Stealth' Wildcraft Skill-Trick 1d6
-[X] (Training) Hamr (30 successes to rank up)
--[X] Train Glima - 1 Reward Die courtesy of @DeadmanwalkingXI
--[X] Train Labor 1d6
--[X] Train Overland 1d6
-[X] (Training) Hugr (31 successes to rank up)
--[X] Train Artcraft 1d6
--[X] Train Management 1d6
--[X] Train Scouting 1d6
--[X] Train Strategy 1d6
--[X] Train Weaponcraft 2d6
--[X] Train Wildcraft 1d6
--[X] Train Wordplay 1d6

Orthstirr:
-[X] (Orthstirr Usage)
--[X] 5 Hamr
---[X] 4 Chop, 4 Defend, 4 Dodge, 4 Glima, 2 Overland (18 total)
--[X] 6 Hugr
---[X] 3 Composure, 4 Housecraft, 2/3 Scouting, 3 Silver-Tongue, 3 Tactics, 3 Wordplay, 2 Wildcraft (20/21 total, depending on if Scouting goes up)
--[X] 4 Fylgja
--[X] 1 First Impression
--[X] 17/16 free for tricks (depending on if Scouting goes up)
 
Wait, really? Could've sworn that's why people were raising a fuss about not using all of our orthstirr (as in Frami, Virthing and Saemd), since it doesn't regenerate immediately after the fight?
It was more people were worried about there being more rounds that you would've been out of orthstirr for. Also a bit egged on by me and my warnings, to be honest.

I think, anyway. Could totally be wrong.
 
I ain't very smart when it comes to calculations, but if I put my reward dice in EWC, that'd make it 6d6, right? Would that be a good idea?

It was more people were worried about there being more rounds that you would've been out of orthstirr for. Also a bit egged on by me and my warnings, to be honest.

I think, anyway. Could totally be wrong.

Ah, okay. That makes sense.
 
Wait, really? Could've sworn that's why people were raising a fuss about not using all of our orthstirr (as in Frami, Virthing and Saemd), since it doesn't regenerate immediately after the fight?

Some of us apparently misinterpreted somewhat.

Making a little change to deadmanwalkingXIs plan:
[X] Plan Let's Get Married and spend time with our niece

I really would love to spend time with Drifa, but we need to get closer with Gabriel for very specific reasons involving the meteor. I think we need to spend time with him every turn we can arrange until we get that particular sidequest squared away. That's not always mutually exclusive with Drifa, but I think it is this turn.

I ain't very smart when it comes to calculations, but if I put my reward dice in EWC, that'd make it 6d6, right? Would that be a good idea?

It's be even a bit better than that since the Reward die can't roll failures. I dunno whether the bonus die from the doubling would also have that effect on it, but either way it's quite good. And it would come close to ensuring that it hit Refined this turn so it's a solid choice if that's what you're aiming for.
 
I mean, I did just identify a way for us to get around the gas concentration problem with Standstill--at least, a potentially viable approach confirmed by QM.

But yes, a Bonus Die is a guarantee of at least 1 success.
 
Some of us apparently misinterpreted somewhat.



I really would love to spend time with Drifa, but we need to get closer with Gabriel for very specific reasons involving the meteor. I think we need to spend time with him every turn we can arrange until we get that particular sidequest squared away. That's not always mutually exclusive with Drifa, but I think it is this turn.



It's be even a bit better than that since the Reward die can't roll failures. I dunno whether the bonus die from the doubling would also have that effect on it, but either way it's quite good.
For his "use very little Orthstirr"?
Could ask the seeress.
And Alectai has an alternative solution.
 
I mean, I did just identify a way for us to get around the gas concentration problem with Standstill--at least, a potentially viable approach confirmed by QM.

Ah! Missed that while writing the plan. Honestly, I think we should probably spend time with Gabriel even without that...Drifa actually likes us at this point (6/10)...he still doesn't really (3/10). I'd like to be at least friendly-ish with everyone who actually lives with the family. I definitely admit it's a lower priority, though.

For his "use very little Orthstirr"?
Could ask the seeress.
And Alectai has an alternative solution.

The seeress gave us a quest we have yet to complete. I suspect we can get her to help Stigandr even before fulfilling it, but I'm skeptical of her doing us too many other favors before Horra's in the ground. Alectai's idea, however, definitely seems worth pursuing, as mentioned above.
 
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"That was awesome!" Drifa yells with sparkles in her eyes as she tackles you from behind, her arms wrapping around you in a hug.
Any attempts that may have been in the works to convince Drifa that she should not be warrior have now utterly failed forever.

Also... we have this really good friend, right? The lucky one with the bow? The one who maybe has the norse equivalent of a heart-demon? It seems like it might be good to not ignore the poor guy entirely, and I feel like we have been ignoring him lately.

I also note that in the Reputation and Relations section... the words for Mother, Asva, and Drifa don't seem like they really match up with the numbers anymore.
 
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Also... we have this really good friend, right? The lucky one with the bow? The one who maybe has the norse equivalent of a heart-demon? It seems like it might be good to not ignore the poor guy entirely, and I feel like we have been ignoring him lately.

When we next go to Asvir (next turn) we are going to ask the seeress about him, which we were told was our only avenue to get him help. Hopefully, we can add an action to hang out with him on that turn to actually put that into practice. Indeed, I'm actually hoping we can bring him with us to see her if we invest an action into hanging out with him that turn.

Unfortunately, I'm not sure we can actually meaningfully do anything for him before that.
 
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